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Guest soemone who needs help

chronominer with a real chronoshift

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Guest soemone who needs help

this is harder that i thought

 

i want to give a chrono miner the ability to chronoshift ANYWHERE, not just back to the refinery... :twisted:

 

unfortunately, the locomotor for the chronolegionaire and the chrono miner are already identical - i cut and pasted the locomotor codes into notepad to make sure :cry:

 

oh, and i plan to add this to a map with some other mods to make a real cool map for the web :lol:

 

i'd appreciate any help that can be offered... thanks

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Guest someone who needs help

it seems that i cant give any non-chrono units the ability to chrono-jump

:evil: :!:

 

i tried doing it to an allied anphibous transport

 

i changed the locomotor to chronoshift, i changed teleporter to yes (teleporter=yes), i changed its name to chrono xport, its pre requisite to allied war factory, i changed its rotational speed to 0, and i changed the price from $900 to $890.

 

the only changes that took effect were the price change, and the rotational speed :!:

 

wtf is going on here? can anyone PLEASE HELP :?: :!:

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Actually, I've messed with vehicles a bunch, and chronoshift only works to warp them back to a Dock. Otherwise, they just have the normal vehicle locomotor. You can make them amphibious, I believe. It'll look funny, but it should work.

 

This will work to make it so you can teleport your vehicles right back to the repair pad, provided you set up the Dock logic and chronoshift logic. It could save your units from being destroyed. Just look at how the ChronoMiner is set up before it has had any changes done to it.

 

Good luck to you.

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Guest
Actually, I've messed with vehicles a bunch, and chronoshift only works to warp them back to a Dock. Otherwise, they just have the normal vehicle locomotor. You can make them amphibious, I believe. It'll look funny, but it should work.

 

This will work to make it so you can teleport your vehicles right back to the repair pad, provided you set up the Dock logic and chronoshift logic. It could save your units from being destroyed. Just look at how the ChronoMiner is set up before it has had any changes done to it.

 

Good luck to you.

 

 

i tried the idea of changing the id

 

didnt work... :(

 

and i know this CAN be done to vechiles, cause it was done in the Secrets Revealed mod to make chrono tanks...

 

but the question 'how' still remains... :(

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Did you use the Chrono Legionnaire locomotor? I have a working Chrono Tank in my mods so it can be done. Very easily at that.

 

Actually, I've messed with vehicles a bunch, and chronoshift only works to warp them back to a Dock. Otherwise, they just have the normal vehicle locomotor. You can make them amphibious, I believe. It'll look funny, but it should work.

Not true. The Chrono Miner is misleading since it's hardcoded to behave in the manner that it does. You can make a vehicle that can chrono just like the Legionnaire, Chrono Commando and Chrono Ivan. It's all in the locomotor.

 

Chrono Locomotor: {4A582747-9839-11d1-B709-00A024DDAFD1}

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Guest

i tried ferning's solution, it didnt work

 

and i know this can be done cause in the yr secrets revealed mod, there is a chronotank with full chronoshift

 

one question remains: how?

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Guest
i tried ferning's solution, it didnt work

 

and i know this can be done cause in the yr secrets revealed mod, there is a chronotank with full chronoshift

 

one question remains: how?

 

 

whoops! double post due to error in iex.

 

sorry.

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Guest
Did you use the Chrono Legionnaire locomotor? I have a working Chrono Tank in my mods so it can be done. Very easily at that.

 

Actually, I've messed with vehicles a bunch, and chronoshift only works to warp them back to a Dock. Otherwise, they just have the normal vehicle locomotor. You can make them amphibious, I believe. It'll look funny, but it should work.

Not true. The Chrono Miner is misleading since it's hardcoded to behave in the manner that it does. You can make a vehicle that can chrono just like the Legionnaire, Chrono Commando and Chrono Ivan. It's all in the locomotor.

 

Chrono Locomotor: {4A582747-9839-11d1-B709-00A024DDAFD1}

 

 

thanks! i am trying this right now... :!:

8)

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Guest

havent succeeded with the miner yet, but i managed to get the mcv to chronoshift (rather cool that is - until i decided to use that as a testing option, i never thought of what a good idea that was!)

 

it seems that the miner is deeply coded so something other than the name [iD] needs to be changed, but i should succeed with it eventually

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Guest
havent succeeded with the miner yet, but i managed to get the mcv to chronoshift (rather cool that is - until i decided to use that as a testing option, i never thought of what a good idea that was!)

 

it seems that the miner is deeply coded so something other than the name [iD] needs to be changed, but i should succeed with it eventually

 

i stumbled across the answer

 

i noticed that when the mcv could chronoshift, teleporter=no.

i figured that teleporter made it so that a vechile jumped back to base.

so i turned teleporter=yes for the mcv and sure enough, the mcv no longer had full chronoshift abilities.

 

 

this is rather interesting...

 

thanks again to everyone who helped me - if ferning hadnt suggested that my problem was hardcoded into the miner, i would never have tried screwing with the mcv.

 

thanks a bunch! 8)

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Guest

with teleporter=no, works beautiful for all units

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Odd. I have that set to yes on my Chrono Tank... Hmmm, I think I'll post my code.

 

[CTNK]

UIName=Name:CTNK

Name=Chrono Tank

Prerequisite=GAWEAP

RequiresStolenAlliedTech=yes

Primary=xxxxx

ElitePrimary=xxxxxE

Strength=500

Category=AFV

Armor=heavy

CrateGoodie=no

DefaultToGuardArea=no

Turret=yes

IsTilter=no

TiltsWhenCrushes=no

Crusher=yes

TooBigToFitUnderBridge=true

TechLevel=9

Sight=7

Speed=4

Owner=British,French,Germans,Americans,Alliance

Cost=1600

Soylent=800

Points=25

ROT=4

Unsellable=false

PreventAttackMove=yes

MoveToShroud=no

IsSelectableCombatant=yes

AllowedToStartInMultiplayer=no

ChronoInSound=ChronosphereMove

ChronoOutSound=ChronosphereMove

Explosion=TWLT036,S_BANG24,S_BRNL30,S_CLSN22,S_TUMU30

VoiceSelect=GenAllVehicleSelect

VoiceMove=GenAllVehicleMove

VoiceAttack=GenAllVehicleAttackCommand

DieSound=GenVehicleDie

MaxDebris=2

DebrisTypes=AXLE

DebrisMaximums=2

Locomotor={4A582747-9839-11d1-B709-00A024DDAFD1}

MovementZone=AmphibiousDestroyer

MovementRestrictedTo=Clear

ThreatPosed=60

DamageParticleSystems=SparkSys,SmallGreySSys

VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER

EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF,EXPLODES

Accelerates=false

CrateGoodie=no

Bunkerable=no

Size=20

Weight=3

OmniCrushResistant=yes

 

OH, you need an ROT and Speed setting on EVERY vehicular unit and speed on every infantry unit.

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lol.. long time since i was on this forum... fill me in fenring.. anyways.. i also noticed if you have no locomotor it works like a chronojump.. except it can't go over water... same with hunterseeker locomotor.. and something else.. i forgot...

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If you have an unreferenced but valid locomotor, or one that doesn't exist, you get a chrono effect. If you take locos.tlb from Tiberian Sun, some of the old locomotors will work. HunterSeeker and Drop Pod are good exapmles of this. The logic exists in the code and is parsed and valid.

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